4,958 research outputs found

    A driving simulator study to explore the effects of text size on the visual demand of in-vehicle displays

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    Modern vehicles increasingly utilise a large display within the centre console, often with touchscreen capability, to enable access to a wide range of driving and non-driving-related functionality. The text provided on such displays can vary considerably in size, yet little is known about the effects of different text dimensions on how drivers visually sample the interface while driving and the potential implications for driving performance and user acceptance. A study is described in which sixteen people drove motorway routes in a medium-fidelity simulator and were asked to read text of varying sizes (9 mm, 8 mm, 6.5 mm, 5 mm, or 4 mm) from a central in-vehicle display. Pseudo-text was used as a stimulus to ensure that participants scanned the text in a consistent fashion that was unaffected by comprehension. There was no evidence of an effect of text size on the total time spent glancing at the display, but significant differences arose regarding how glances were distributed. Specifically, larger text sizes were associated with a high number of relatively short glances, whereas smaller text led to a smaller number of long glances. No differences were found in driving performance measures (speed, lateral lane position). Drivers overwhelmingly preferred the ‘compromise’ text sizes (6.5 mm and 8 mm). Results are discussed in relation to the development of large touchscreens within vehicles

    Evaluating secondary input devices to support an automotive touchscreen HMI: a cross-cultural simulator study conducted in the UK and China

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    Touchscreen Human-Machine Interfaces (HMIs) are a well-established and popular choice to provide the primary control interface between driver and vehicle, yet inherently demand some visual attention. Employing a secondary device with the touchscreen may reduce the demand but there is some debate about which device is most suitable, with current manufacturers favouring different solutions and applying these internationally. We present an empirical driving simulator study, conducted in the UK and China, in which 48 participants undertook typical in-vehicle tasks utilising either a touchscreen, rotary-controller, steering-wheel-controls or touchpad. In both the UK and China, the touchscreen was the most preferred/least demanding to use, and the touchpad least preferred/most demanding, whereas the rotary-controller was generally favoured by UK drivers and steering-wheel-controls were more popular in China. Chinese drivers were more excited by the novelty of the technology, and spent more time attending to the devices while driving, leading to an increase in off-road glance time and a corresponding detriment to vehicle control. Even so, Chinese drivers rated devices as easier-to-use while driving, and felt that they interfered less with their driving performance, compared to their UK counterparts. Results suggest that the most effective solution (to maximise performance/acceptance, while minimising visual demand) is to maintain the touchscreen as the primary control interface (e.g. for top-level tasks), and supplement this with a secondary device that is only enabled for certain actions; moreover, different devices may be employed in different cultural markets. Further work is required to explore these recommendations in greater depth (e.g. during extended or real-world testing), and to validate the findings and approach in other cultural contexts

    Understanding the effects of peripheral vision and muscle memory on in-vehicle touchscreen interactions

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    It is important to gain a better understanding of how drivers interact with in-vehicle touchscreens to help design interfaces to minimise “eyes off road” time. The study aimed to investigate the relative effects of two interaction mechanisms (peripheral vision - PV and muscle memory - MM) shown to be relevant to visual behaviour when driving, on the time to press different sized buttons (small 6x6cm, medium 10x10cm, large 14x14cm) on an in-vehicle touchscreen. Twenty-five participants took part in a driving simulator study. They were presented with a single, white, square button on the touchscreen on 24 successive trials. For MM conditions, participants wore a pair of glasses that blocked their peripheral vision and for PV conditions they were asked to keep their focus on the vehicle in front throughout. Results showed that task time gradually decreased for the trials when participants could only use MM. However, overall task time for MM conditions were significantly higher than for those in which PV was utilised, and participants rated the use of MM to be more difficult than PV. In contrast, results suggest that for interfaces that utilise peripheral visual processing the learning effect is not evident and operation times are constant over time. These findings indicate that in-vehicle touch screens should be designed to utilise peripheral vision for making simple button selections with reduced visual demand

    Understanding the effects of peripheral vision and muscle memory on in-vehicle touchscreen interactions

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    It is important to gain a better understanding of how drivers interact with in-vehicle touchscreens to help design interfaces to minimise “eyes off road” time. The study aimed to investigate the relative effects of two interaction mechanisms (peripheral vision - PV and muscle memory - MM) shown to be relevant to visual behaviour when driving, on the time to press different sized buttons (small 6x6cm, medium 10x10cm, large 14x14cm) on an in-vehicle touchscreen. Twenty-five participants took part in a driving simulator study. They were presented with a single, white, square button on the touchscreen on 24 successive trials. For MM conditions, participants wore a pair of glasses that blocked their peripheral vision and for PV conditions they were asked to keep their focus on the vehicle in front throughout. Results showed that task time gradually decreased for the trials when participants could only use MM. However, overall task time for MM conditions were significantly higher than for those in which PV was utilised, and participants rated the use of MM to be more difficult than PV. In contrast, results suggest that for interfaces that utilise peripheral visual processing the learning effect is not evident and operation times are constant over time. These findings indicate that in-vehicle touch screens should be designed to utilise peripheral vision for making simple button selections with reduced visual demand

    Towards an in-vehicle sonically-enhanced gesture control interface: A pilot study

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    A pilot study was conducted to explore the potential of sonically-enhanced gestures as controls for future in-vehicle information systems (IVIS). Four concept menu systems were developed using a LEAP Motion and Pure Data: (1) 2x2 with auditory feedback, (2) 2x2 without auditory feedback, (3) 4x4 with auditory feedback, and (4) 4x4 without auditory feedback. Seven participants drove in a simulator while completing simple target-acquisition tasks using each of the four prototype systems. Driving performance and eye glance behavior were collected as well as subjective ratings of workload and system preference. Results from driving performance and eye tracking measures strongly indicate that the 2x2 grids yield better driving safety outcomes than 4x4 grids. Subjective ratings show similar patterns for driver workload and preferences. Auditory feedback led to similar improvements in driving performance and eye glance behavior as well as subjective ratings of workload and preference, compared to visual-only

    Evaluating Drivers’ Understanding of Automotive Symbols Related to Powertrain and Advanced Driver Assistant Systems

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    The purpose of this research was to evaluate drivers’ understanding of automotive symbols meaning and what action to take in response to a symbol. With the dramatic increase in vehicle technology, the availability of a wide range of powertrain options, and the development of advanced driver assistant systems (ADAS), instrument cluster interfaces have become more complex, increasing the demand on drivers. Understanding the needs and preferences of a diverse group of drivers is essential for the development of digital instrument cluster interfaces that improve driver’s understanding of critical information about the vehicle. This research was divided in three studies. Study I evaluated teen drivers’, between 15 to 17 years of age, understanding of symbols from vehicles featuring advanced driving assistant systems and multiple powertrain configurations. The teenage driver population was selected for this study because in the U.S., the teenage driving population is at the highest risk of being involved in a crash. Teens often demonstrate poor vehicle control skills and poor ability to identify hazards, thus proper understanding of automotive indicators and warnings may be even more critical for this population. In addition, teen drivers are usually not represented in automotive symbol comprehension studies. In this research, teen drivers’ (N=72) understanding of automotive symbols was compared to three other groups with specialized driving experience and technical knowledge: automotive engineering graduate students (N=48), driver rehabilitation specialists (N=16), and performance driving instructors (N=15). Participants matched 42 symbols to their descriptions and then selected the five symbols they considered most important. Teen drivers demonstrated lower performance (Mean=29%) identifying symbols than the other three groups (Mean=60%). For all groups, responses on symbols related to basic vehicle functions and common to all powertrain types had significantly higher scores than symbols related to advanced driving assistant system (ADAS) functions or those that are powertrain specific. Overall, the five symbols selected by the participants as most important were related to powertrain and safety warnings. Study II investigated drivers’ understanding, and preferences related to powertrain and ADAS symbols presented on instrument clusters. Participants answered questions that evaluated nine symbol’s comprehension, familiarity, and helpfulness. Then, participants were presented with information from the owner’s manual for each symbol and responded if the information changed their understanding of the symbol. Lastly, participants rated their need for more information to understand the symbols and shared their preferences about how the automotive interface could help them better understand the symbols. Teen drivers (N=30), normal drivers (N=20), driving rehabilitation specialists (N=20), and automotive engineering students (N=48) participated in this study. When comparing the groups’ performance on the comprehension testing, driving rehabilitation specialists had the best performance. Teen drivers had the poorest performance. Symbols with an implied or arbitrary icon-function relationship demonstrated poorer comprehension for all participant groups. Symbols with a direct icon-function relationship received higher comprehension scores and helpfulness ratings independent of previous exposure. Symbols considered less helpful received higher ratings on the need for additional information, suggesting that drivers need additional information to understand the symbol when the symbol meaning is not clear. Automotive engineering students and normal drivers reported being considerably less satisfied with the information presented on the dashboard of their vehicles. Study III investigated drivers’ understanding of six automotive symbols presented on the instrument cluster or infotainment screen on a driving simulator study. Teens drivers between 15 to 17 years of age (N=24), adult drivers between 30 to 54 years (N=24), and senior drivers between 65 to 80 years of age participated in this study. The results of this driving simulator study suggest that presenting automotive symbols on in-vehicle displays with text description improved driver’s understanding of symbols meaning and what action to take in response to a symbol. Symbol type and previous experience with the symbol were contributing factors on symbol comprehension. Participants reported having higher previous experience with the powertrain symbols than the ADAS symbols and in general demonstrated significantly better understanding of symbols meaning and what action to take in response to powertrain symbols than ADAS symbols. Driving experience was not observed to be a contributing factor to correctly identifying a symbols’ meaning nor what action to take in response to the symbol in this study. Mixed evidence was observed on the negative impact of text descriptions on driving performance. Performance on the driving simulator and cognitive workload measures of mean and maximum index of cognitive activity (ICA) suggest that text descriptions did not negatively impact driving performance. On the other hand, eye glance off the road time, symbol reaction times, and the self-reported cognitive workload measures suggest that text descriptions negatively impact driving performance. Further research is needed to evaluate the impact of text descriptions on driving performance. In the end, participants demonstrated to prefer having more information about the symbols presented at the in-vehicle displays both when driving and while stopped. The inclusion of the teenage driver population under 18 years in future symbol comprehension testing studies and the exploration of alternative methods to communicate vehicle information to the driver should be considered by vehicle manufacturers. The results of this study may help automotive professionals when developing new vehicle interfaces to aid inexperienced and experienced drivers. The results of this study may help when developing new vehicle interfaces, ensuring that indicators and warnings are presented in a way that aid both inexperienced and experienced drivers. Overall, this study demonstrates that the evaluation of symbol’s comprehension and the comparison of alternative methods to communicate information on the in-vehicle displays greatly benefit from testing on a dynamic setting using a driving simulator versus a paper and pen survey. The dynamic setting allowed a comprehensive analysis of the effects of powertrain and ADAS warning symbols on driver’s understanding of the symbol, driving performance, and preference

    The cockpit for the 21st century

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    Interactive surfaces are a growing trend in many domains. As one possible manifestation of Mark Weiser’s vision of ubiquitous and disappearing computers in everywhere objects, we see touchsensitive screens in many kinds of devices, such as smartphones, tablet computers and interactive tabletops. More advanced concepts of these have been an active research topic for many years. This has also influenced automotive cockpit development: concept cars and recent market releases show integrated touchscreens, growing in size. To meet the increasing information and interaction needs, interactive surfaces offer context-dependent functionality in combination with a direct input paradigm. However, interfaces in the car need to be operable while driving. Distraction, especially visual distraction from the driving task, can lead to critical situations if the sum of attentional demand emerging from both primary and secondary task overextends the available resources. So far, a touchscreen requires a lot of visual attention since its flat surface does not provide any haptic feedback. There have been approaches to make direct touch interaction accessible while driving for simple tasks. Outside the automotive domain, for example in office environments, concepts for sophisticated handling of large displays have already been introduced. Moreover, technological advances lead to new characteristics for interactive surfaces by enabling arbitrary surface shapes. In cars, two main characteristics for upcoming interactive surfaces are largeness and shape. On the one hand, spatial extension is not only increasing through larger displays, but also by taking objects in the surrounding into account for interaction. On the other hand, the flatness inherent in current screens can be overcome by upcoming technologies, and interactive surfaces can therefore provide haptically distinguishable surfaces. This thesis describes the systematic exploration of large and shaped interactive surfaces and analyzes their potential for interaction while driving. Therefore, different prototypes for each characteristic have been developed and evaluated in test settings suitable for their maturity level. Those prototypes were used to obtain subjective user feedback and objective data, to investigate effects on driving and glance behavior as well as usability and user experience. As a contribution, this thesis provides an analysis of the development of interactive surfaces in the car. Two characteristics, largeness and shape, are identified that can improve the interaction compared to conventional touchscreens. The presented studies show that large interactive surfaces can provide new and improved ways of interaction both in driver-only and driver-passenger situations. Furthermore, studies indicate a positive effect on visual distraction when additional static haptic feedback is provided by shaped interactive surfaces. Overall, various, non-exclusively applicable, interaction concepts prove the potential of interactive surfaces for the use in automotive cockpits, which is expected to be beneficial also in further environments where visual attention needs to be focused on additional tasks.Der Einsatz von interaktiven OberflĂ€chen weitet sich mehr und mehr auf die unterschiedlichsten Lebensbereiche aus. Damit sind sie eine mögliche AusprĂ€gung von Mark Weisers Vision der allgegenwĂ€rtigen Computer, die aus unserer direkten Wahrnehmung verschwinden. Bei einer Vielzahl von technischen GerĂ€ten des tĂ€glichen Lebens, wie Smartphones, Tablets oder interaktiven Tischen, sind berĂŒhrungsempfindliche OberflĂ€chen bereits heute in Benutzung. Schon seit vielen Jahren arbeiten Forscher an einer Weiterentwicklung der Technik, um ihre Vorteile auch in anderen Bereichen, wie beispielsweise der Interaktion zwischen Mensch und Automobil, nutzbar zu machen. Und das mit Erfolg: Interaktive BenutzeroberflĂ€chen werden mittlerweile serienmĂ€ĂŸig in vielen Fahrzeugen eingesetzt. Der Einbau von immer grĂ¶ĂŸeren, in das Cockpit integrierten Touchscreens in Konzeptfahrzeuge zeigt, dass sich diese Entwicklung weiter in vollem Gange befindet. Interaktive OberflĂ€chen ermöglichen das flexible Anzeigen von kontextsensitiven Inhalten und machen eine direkte Interaktion mit den Bildschirminhalten möglich. Auf diese Weise erfĂŒllen sie die sich wandelnden Informations- und InteraktionsbedĂŒrfnisse in besonderem Maße. Beim Einsatz von Bedienschnittstellen im Fahrzeug ist die gefahrlose Benutzbarkeit wĂ€hrend der Fahrt von besonderer Bedeutung. Insbesondere visuelle Ablenkung von der Fahraufgabe kann zu kritischen Situationen fĂŒhren, wenn PrimĂ€r- und SekundĂ€raufgaben mehr als die insgesamt verfĂŒgbare Aufmerksamkeit des Fahrers beanspruchen. Herkömmliche Touchscreens stellen dem Fahrer bisher lediglich eine flache OberflĂ€che bereit, die keinerlei haptische RĂŒckmeldung bietet, weshalb deren Bedienung besonders viel visuelle Aufmerksamkeit erfordert. Verschiedene AnsĂ€tze ermöglichen dem Fahrer, direkte Touchinteraktion fĂŒr einfache Aufgaben wĂ€hrend der Fahrt zu nutzen. Außerhalb der Automobilindustrie, zum Beispiel fĂŒr BĂŒroarbeitsplĂ€tze, wurden bereits verschiedene Konzepte fĂŒr eine komplexere Bedienung großer Bildschirme vorgestellt. DarĂŒber hinaus fĂŒhrt der technologische Fortschritt zu neuen möglichen AusprĂ€gungen interaktiver OberflĂ€chen und erlaubt, diese beliebig zu formen. FĂŒr die nĂ€chste Generation von interaktiven OberflĂ€chen im Fahrzeug wird vor allem an der Modifikation der Kategorien GrĂ¶ĂŸe und Form gearbeitet. Die Bedienschnittstelle wird nicht nur durch grĂ¶ĂŸere Bildschirme erweitert, sondern auch dadurch, dass Objekte wie Dekorleisten in die Interaktion einbezogen werden können. Andererseits heben aktuelle Technologieentwicklungen die Restriktion auf flache OberflĂ€chen auf, so dass Touchscreens kĂŒnftig ertastbare Strukturen aufweisen können. Diese Dissertation beschreibt die systematische Untersuchung großer und nicht-flacher interaktiver OberflĂ€chen und analysiert ihr Potential fĂŒr die Interaktion wĂ€hrend der Fahrt. Dazu wurden fĂŒr jede Charakteristik verschiedene Prototypen entwickelt und in Testumgebungen entsprechend ihres Reifegrads evaluiert. Auf diese Weise konnten subjektives Nutzerfeedback und objektive Daten erhoben, und die Effekte auf Fahr- und Blickverhalten sowie Nutzbarkeit untersucht werden. Diese Dissertation leistet den Beitrag einer Analyse der Entwicklung von interaktiven OberflĂ€chen im Automobilbereich. Weiterhin werden die Aspekte GrĂ¶ĂŸe und Form untersucht, um mit ihrer Hilfe die Interaktion im Vergleich zu herkömmlichen Touchscreens zu verbessern. Die durchgefĂŒhrten Studien belegen, dass große FlĂ€chen neue und verbesserte Bedienmöglichkeiten bieten können. Außerdem zeigt sich ein positiver Effekt auf die visuelle Ablenkung, wenn zusĂ€tzliches statisches, haptisches Feedback durch nicht-flache OberflĂ€chen bereitgestellt wird. Zusammenfassend zeigen verschiedene, untereinander kombinierbare Interaktionskonzepte das Potential interaktiver OberflĂ€chen fĂŒr den automotiven Einsatz. Zudem können die Ergebnisse auch in anderen Bereichen Anwendung finden, in denen visuelle Aufmerksamkeit fĂŒr andere Aufgaben benötigt wird

    Queuing Network Modeling of Human Multitask Performance and its Application to Usability Testing of In-Vehicle Infotainment Systems.

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    Human performance of a primary continuous task (e.g., steering a vehicle) and a secondary discrete task (e.g., tuning radio stations) simultaneously is a common scenario in many domains. It is of great importance to have a good understanding of the mechanisms of human multitasking behavior in order to design the task environments and user interfaces (UIs) that facilitate human performance and minimize potential safety hazards. In this dissertation I investigated and modeled human multitask performance with a vehicle-steering task and several typical in-vehicle secondary tasks. Two experiments were conducted to investigate how various display designs and control modules affect the driver's eye glance behavior and performance. A computational model based on the cognitive architecture of Queuing Network-Model Human Processor (QN-MHP) was built to account for the experiment findings. In contrast to most existing studies that focus on visual search in single task situations, this dissertation employed experimental work that investigates visual search in multitask situations. A modeling mechanism for flexible task activation (rather than strict serial activations) was developed to allow the activation of a task component to be based on the completion status of other task components. A task switching scheme was built to model the time-sharing nature of multitasking. These extensions offer new theoretical insights into visual search in multitask situations and enable the model to simulate parallel processing both within one task and among multiple tasks. The validation results show that the model could account for the observed performance differences from the empirical data. Based on this model, a computer-aided engineering toolkit was developed that allows the UI designers to make quantitative prediction of the usability of design concepts and prototypes. Scientifically, the results of this dissertation research offer additional insights into the mechanisms of human multitask performance. From the engineering application and practical value perspective, the new modeling mechanism and the new toolkit have advantages over the traditional usability testing methods with human subjects by enabling the UI designers to explore a larger design space and address usability issues at the early design stages with lower cost both in time and manpower.PHDIndustrial and Operations EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/113590/1/fredfeng_1.pd

    Driving Simulator : Driving Performance Under Distraction

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    This pilot study used a driving simulator experiment to look into how podcast consumption affects driving performance as a continuous distraction. Three volunteers conducted three trials in the study, each with a different driving scenario. Data analysis was done to compare two conditions. The first condition is the Audio, where volunteers listen to podcasts while driving. The second condition is no-audio condition.. The no-audi condition had nothing to play in the background. We used eye-tracking technology to gather gaze data. The study\u27s findings using the post survey and eye fixation data indicate that listening to podcasts leads to continuous distraction while driving which may impair situational awareness and attention to surroundings. On the other hand, the absence of audio stimulation can increase attention and awareness while driving. These findings underline the need for drivers to be aware of audio distractions while driving and have significant consequences for road safety
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